/* rating */ BOT_PICKUP_RATING_HIGH,
/* color */ '0.5 1 1',
/* modelname */ "nex",
-/* simplemdl */ "foobar",
+/* model */ MDL_VORTEX_ITEM,
/* crosshair */ "gfx/crosshairnex 0.65",
/* wepimg */ "weaponnex",
/* refname */ "vortex",
mydmg *= charge;
myforce *= charge;
- W_SetupShot(self, true, 5, W_Sound("nexfire"), CH_WEAPON_A, mydmg);
+ W_SetupShot(self, true, 5, SND(NEXFIRE), CH_WEAPON_A, mydmg);
if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
{
- sound(self, CH_WEAPON_B, W_Sound("nexcharge"), VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
+ sound(self, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
}
yoda = 0;
void spawnfunc_weapon_vortex(void); // defined in t_items.qc
.float vortex_chargepool_pauseregen_finished;
-bool W_Vortex(int req)
+bool W_Vortex(entity thiswep, int req)
{SELFPARAM();
float dt;
float ammo_amount;
}
if(autocvar_g_balance_vortex_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
+ _WEP_ACTION(self.weapon, WR_RELOAD);
else
{
if(self.BUTTON_ATCK)
}
case WR_INIT:
{
- precache_sound(W_Sound("nexfire"));
- precache_sound(W_Sound("nexcharge"));
- precache_sound(W_Sound("nexwhoosh1"));
- precache_sound(W_Sound("nexwhoosh2"));
- precache_sound(W_Sound("nexwhoosh3"));
VORTEX_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
return true;
}
}
case WR_RELOAD:
{
- W_Reload(min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), W_Sound("reload"));
+ W_Reload(min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND(RELOAD));
return true;
}
case WR_SUICIDEMESSAGE:
#endif
#ifdef CSQC
float autocvar_g_balance_vortex_secondary = 0; // WEAPONTODO
-bool W_Vortex(int req)
+bool W_Vortex(entity thiswep, int req)
{SELFPARAM();
switch(req)
{
org2 = w_org + w_backoff * 6;
pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, W_Sound("neximpact"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
return true;
}
case WR_INIT:
{
- precache_sound(W_Sound("neximpact"));
if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
{
precache_pic("gfx/reticle_nex");